Files
godot-demo-projects/3d/material_testers/test_materials/aluminium_albedo.png.import
Hugo Locurcio aa65867e43 Improve several demos' configuration
- Enable anisotropic filtering in 3D demos, and set the quality to
  16× on desktop and 4× on mobile.
- Enable 4× MSAA on some 3D demos that didn't use it beforehand.
- On GLES3 demos, disable MSAA on mobile as these demos are often
  more demanding.
- Use more conservative framebuffer allocation settings for better
  performance.
- Use PCF13 shadow filtering in GLES2 demos on desktop to benefit
  from soft shadows in Godot 3.2.4 and later.
  In Godot 3.2.3, this will make shadows smoother but still "blocky".
- Use Lossless compression instead of VRAM compression for
  small textures such as the voxel demo texture atlas.
2021-02-28 22:28:44 +01:00

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[remap]
importer="texture"
type="StreamTexture"
path.s3tc="res://.import/aluminium_albedo.png-a68e22c8a951430ab431b2a7307e8bc7.s3tc.stex"
metadata={
"imported_formats": [ "s3tc" ],
"vram_texture": true
}
[deps]
source_file="res://test_materials/aluminium_albedo.png"
dest_files=[ "res://.import/aluminium_albedo.png-a68e22c8a951430ab431b2a7307e8bc7.s3tc.stex" ]
[params]
compress/mode=2
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=true
flags/filter=true
flags/mipmaps=true
flags/anisotropic=true
flags/srgb=1
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0